(Generated 6 times)
Namelist None
Tags
Rank Veteran
Race Wyvern
Cult rank None
Notes These great serpents are smaller than Dragons, and have barbed tails. They range in color from blue to green to black, with most being very dark in hue. Their eyes are always a piercing yellow. Land Wyverns have a 15'-30' body (including a 5'-10' prehensile tail), while Water Wyverns are longer, with a 20'-40' body (including a 7'-13' prehensile tail). Winged Wyverns are 15'-25' in length, with their bat-like wings providing a 25'- 45' wingspan. Wyverns are smaller and more graceful than either Dragons or Lesser Drakes. They are also less intelligent, scoffing at word games and trite conversation. Instinctive and physical, they are active, predatory hunters who spend little time asleep (20%) or confined at home (30%). Food excites them more than treasure. Although they shy away from civilization, they never bypass a meal and are apt to ambush their quarry before contemplating the consequences. Land Wyverns are agile climbers and nest in highland caves or huge, hollow trees. Water Wyverns are exclusively aquatic, living in underwater caves. They can leap out of the water 35' vertically (200' horizontally) using their powerful webbed legs. Winged Wyverns nest in highland caves or atop pinnacles or giant trees. Like the Lesser Drakes, Wyverns do not have a breath weapon; nor do they employ incantations. Instead, they rely on their superb agility and deadly venoms. Land Wyverns have Poison glands in their mouths and tails, with ducts through their 5" fangs and barbed tail-stingers. Water-based varieties deliver a Poison through their two foot-long horns, while Winged Wyverns rely solely on their venomous tail barb for delivering Poison. DR 1/epic immunity to sleep, Paralysis Resistance 3 Acid, fire, cold, electricity Poisoned Sting Tail Application: Injection or smear, requires only a small cut Potency: 50 + CON Resistance: Endurance Onset time: instant Duration: 1d6 days Conditions: agony (see abilities) Treatment: Antivenom or magical treatment only.
CreatorJInkyz
Stats
STR 2d8+18
CON 2d10+12
SIZ 8d6+30
DEX 2d8+12
INT 2d6+5
POW 3D6
CHA 3d6
D20Hit locationArmor
01-03 Right Leg 8
04-06 Left Leg 8
07-08 Abdomen 8
09-11 Chest 8
12 Tail 8
13-14 Right Wing 8
15-16 Left Wing 8
17-20 Head 8
Attributes
Movement 8m /16 m flying
Natural armor Yes

Non-random features

ListFeature
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Basic Poison Maiming - Condition: Victim suffers a permanent loss of 1 Hit Point in the location(s) affected, due to necrosis of the injured tissue. Mythras pg 75
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Basic Poison Agony. Condition: Victim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt fails and they moan or scream in pain.
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Ability ***Acidic Blood*** Acidic blood sprays out over an attacker within hand-to-hand range. It inflicts 1d3 damage for 1d3 rounds to a random Hit Location. The acid will eat through armor first before affecting flesh.
Ability ***Breathe Flame*** The flame covers a cone CON in metres. width of the cone is one quarter of the CON. Any in the flame suffers fire-based damage to all hit locations, Evade halves. Armour Points count as normal unless otherwise noted. A creature can only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time require the creature to pass Endurance rolls with each roll becoming one grade harder, or suffer a level of Fatigue.

Standard skills

Athletics STR+DEX+20 Brawn STR+SIZ+20 Endurance CON+CON+55
Evade DEX+DEX+40 Perception INT+POW+50 Stealth DEX+INT+35
Willpower POW+POW+50

Custom skills

Flying STR+DEX+60

Combat styles

Draconic Rage(Bite, Tail)STR+DEX+40

Weapon options

1-handed weapons

Amount: 3
Bite (1)
Tail (Poison) (1)
claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee d12 E L - Grip, Impale Y Y 5 10 head
Tail (Poison) 1h-melee d10 E VL - Impale Y Y 5 10 tail
claws 1h-melee 1d8 L M - Bleed, Grip Y Y 0 0 leg